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IASGATG

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Everything posted by IASGATG

  1. Please define the word "range"
  2. Thanks Greg, this really highlights how the difference in player count effects things.
  3. Why so you can think they are over the top?
  4. So with the new update of 2.0 came new Super and Magic missiles. I've complied 4 graphs that compare how they match up to their old stats as well in contrast to similar era weapons. As we can see the 530D went from something very similar to the R27R in performance. Now it outranges everything by a significant margin. At these shoot parameters it has traveled 11nmi and still has a velocity of Mach 1. Assuming a head to head intercept, would give the missile approximately 18nmi of range with Mach 1 worth of energy. (Enough for a high-g break) Whilst the new Magic doesn't accelerate as rapidly as it did, its performance increase speaks for itself. It outperforms both the AIM-9 and the R-73 at very close ranges, although the R-73 will obviously turn tighter due to thrust vectoring. Overall a marked improvement and Mirage pilots should see them coming out ahead in restricted payload operations. For a laugh I quickly did a shot against more modern weapons to see how it stands up, with no expectations of competition. Both the 27's have a much greater acceleration and the ER and the 120 have a lot higher top speed. However once the Super has hit it's top speed at 10 seconds (Which isn't a long period of time) it is already out performing the ET. By the 25s mark is has more speed than the ER and after the 35s the 120 as well. Never the less the 120 and the ER will have traveled a greater distance due to the amount of time they had a higher speed, but it does show that the 530D is able to maintain it's speed better than other missiles.
  5. Impressive work but I think the carts are off for the PS curves. I'll get you a track later but an example would be 5000ft at 37,000lbs, clean configuration. It states that the sustained turn speed for 8g is 474kts. I know this to not be true in the game, which has a sustained 8g turn rate of about 440kts for this speed at this altitude. Edit: I am wrong, the charts are right, just goes to show much bias you can be despite all that experience.
  6. In regards to squadron slots, I'd like Xcom/Greg to comment the game design. Is the squad locks something to try and balance the unit distribution? Have extra fighters/strikers in one PAK but only if that dedicated squadron is on? IIRC Redfor Min Vody has Flankers but were only squadron dependent, so in that PAK only Beslan and Mozdok has open fighters, thus making it easier for Bluefor to take the East when the 373 wasn't taking those fighters. However if it isn't the case and it's to give a dedicated area slots for a squad to be able to all LFE out of together, then I'd say keep them in but each squad needs to sign up each round and if the team feels they aren't getting used enough, they can ask the admins to change those slots to open positions asap. Thoughts?
  7. With the help of Counter I took the raw data and modified it a little to help remove some of that server crash bias. I removed all data points where the server went down and then crashed again within 30 minutes of going down again. I think it's fair to say that nothing can happen within 30 minutes minus some air-to-air kills maybe but the chances of that changing the war are slim to none. Over the full 16 days Default | Modified BLUE: 16.35 BLUE: 16.18 RED: 16.08 RED: 15.94 Outnumbered by at least 1 player: BLUE: 168.42h BLUE: 165.33h RED: 143.58h RED: 140.58h Outnumbered 2:1 BLUE: 55.17h BLUE: 53.08h RED: 39.92h RED: 37.58 Outnumbered 3:1 BLUE: No data BLUE: 18.67h RED: No data RED: 14.5h ---------------------------------------- For the last 3 days: Entirely modified: Average player number: BLUE: 18.22 RED: 21.47 Outnumbered by at least 1: BLUE: 23.67h RED: 37.08h 2:1 BLUE: 8.5h RED: 13.33h 3:1 BLUE: 3.33h RED: 5.17h The crashing doesn't seem to change a huge amount which is good, expected but nice to be confirmed. Most interesting thing is that red got most of it's player advantage in the final three days, especially two days, where as blue earnt most of it's player advantage in the earlier days. I think if we had the ability to see a moving map against this data it'd really show how and where play advantages made a difference.
  8. It'd be interesting to see how the map changed over time with these player numbers. Greg, Xcom, you boys have the live map taking constant screenshots too? ;)
  9. Hey Counter, can you do 2.5:1 and 3:1 as well?
  10. Hey Greg, any chance we can get the raw excel so we can intergral this and have an easier look at all the numbers. Or at least number of hours each team clocked?
  11. Greg you gonna post the logs at the end of the round buddy?
  12. Windows 10, I've tried holding the buttons and connecting it, same error.
  13. Hey guys I've tried on a different PC and I've tried connecting it at all different stages in the boot cycle. I think some how something has blown.
  14. I dunno if it's been posted before or what, but I'd like it confirmed that the repair crates don't actually repair airfields?
  15. So my throttle has stopped working. Just like to say first that yes I've contacted Thrustmaster and they still have yet to get back to me so I'm opening the solution up to the community. Throttle was working perfectly fine. Turned my PC off. Turned my PC back on and the throttle is no longer recognized, literally nothing happened overnight. When connecting it the 5 dot LED's flash on for a moment. Windows throws an error that the device cannot be recognized followed by an "invalid device descriptor" error. I Googled a solution as best I can and nothing has worked, I'll list below everything I've done. Changed USB ports including trying USB 2 and 3 and a USB powered Hub. I have uninstalled and reinstalled the TM drivers as well as my Motherboards USB drivers. I have changed the BIOS settings for XCHI (I believe it is called) to make sure that the USB ports are always set to full powered. I have pushed the autopilot and gear horn buttons down at the same time as connecting it to try and restart the bootloader. I have taken the bottom panel off and can find nothing obviously disconnected, loose or blown, but I have disconnected the ribbon cables and cleaned the contacts with a toothbrush just in case. At this point I'm out of ideas, anything think I've missed anything? Cheers.
  16. Will be very interesting to see number of hours logged for each side at the end of the round.
  17. Can we please ban Cipher from Redfor, he is using hacked missiles. Track attached, please check timestamp 31minutes https://mega.nz/#!YxgSjZzR!ZRtB3kkIXHk5-pjIzrNS6zxyDC9uVF-tZgyIMp2RWDM
  18. Just to confirm, should we patch to 1.5.3?
  19. You know how to green text? I bet you're the hacker called Anonymous! The point was that the slammer was too strong because of the fire and forget capability that ARH provides. Removing it "levels" the playing field by forcing both sides to use missiles that are SARH (ignoring the T's and 73's) which have approximately the same range.
  20. I'm happy to have Blufor start North with Eagles with 20% fuel and have Redfor start South with Flankers with 0% fuel, yep! Beyond the bullshit, I think unlimited helicopter pilot lives is dumb. But the only reason it was changed I recall was because Redfor was unhappy at the amount of pilot lives Blufor spammed. So the solution was to reduce it to 4 lives, Which is too few for the helicopter jocks.
  21. mfw Redfor complains about teamstacking mfw Redfor outnumbers Blufor 3:1 mfw Redfor can't capture a farp 60nmi from their nearest fighter base despite the teamstack mfw Redfor loses a city in the process As Greg mentioned previous and I've brought up in every Blue Flag I've flown in, at the end of the day, the number of hours each team clocks is relatively similar. It was decided that even with things being similar in number of hours clocked, maybe the slammer was too strong, so they removed the slammer. Even with the slammer taken out it was decided that Blue would spam too many aircraft as we were fielding 20% more airframes than Red, so they cut the pilots lives in half. I imagine XCOM and Greg have looked at the distances between the bases, towns and farps and the availiable aircraft at those fields and found them to be balanced for both sides. If they haven't then good job because I have and I know they are. Some areas Blue gets like a 15nmi short distance and similarly with Red. So the map is relatively well balanced and it's not like they can move airfields around. I don't quite know what more you want to have done?
  22. God blessed us this day.
  23. And in saying this you've just demonstrated that you aren't qualified to discuss the topic and we can bring this conversation to a swift close. :)
  24. But what about those awesome times when there are like no reds playing at all and we can just get 60 blues on to win in one server rotation?
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